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General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana Presents Alternative Encounter Building Guidelines
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<blockquote data-quote="pemerton" data-source="post: 7701597" data-attributes="member: 42582"><p>I just don't think this is true.</p><p></p><p>Moldvay Basic had advice about balancing encounters relative to dungeon level. Gygax's DMG had similar advice. Modules had level ranges printed on the front cover. No one thought that you could run 1st level adventurers through (say) The Lost Shrine of Tamoachan and have them survive.</p><p></p><p>What it tells you is that AD&D was very forgiving. And that, because (once MUs got out of low levels) it permitted nova-ing, that part of its forgiving character was that pacing could be varied. (So the larger party might need fewer rests to get through the modlue, while the smaller party would need more rests.)</p><p></p><p>And from Gygax's Preface to the AD&D PHB:</p><p></p><p style="margin-left: 20px">ADVANCED DUNGEONS 8 DRAGONS is a game. Because it is a game, certain things which seem "unrealistic" or simply unnecessary are integral to the system. Classes have restrictions in order to give a varied and unique approach to each class when they play, as well as to</p> <p style="margin-left: 20px">provide play balance.</p><p></p><p>The next page continues:</p><p></p><p style="margin-left: 20px">The characters and races from which the players select are carefully thought out and balanced to give each a distinct and different approach to the challenges posed by the game.</p><p></p><p>So either Gygax was confused about his own game, or AD&D absolutely was built for balance.</p><p></p><p>If your 4e games were boring and predictable, you need to lift your game as GM. I haven't had that problem.</p><p></p><p>Why? If balance is irrelevant, why can't a GM just put together encounters based on "what makes sense for the story"?</p></blockquote><p></p>
[QUOTE="pemerton, post: 7701597, member: 42582"] I just don't think this is true. Moldvay Basic had advice about balancing encounters relative to dungeon level. Gygax's DMG had similar advice. Modules had level ranges printed on the front cover. No one thought that you could run 1st level adventurers through (say) The Lost Shrine of Tamoachan and have them survive. What it tells you is that AD&D was very forgiving. And that, because (once MUs got out of low levels) it permitted nova-ing, that part of its forgiving character was that pacing could be varied. (So the larger party might need fewer rests to get through the modlue, while the smaller party would need more rests.) And from Gygax's Preface to the AD&D PHB: [indent]ADVANCED DUNGEONS 8 DRAGONS is a game. Because it is a game, certain things which seem "unrealistic" or simply unnecessary are integral to the system. Classes have restrictions in order to give a varied and unique approach to each class when they play, as well as to provide play balance.[/indent] The next page continues: [indent]The characters and races from which the players select are carefully thought out and balanced to give each a distinct and different approach to the challenges posed by the game.[/indent] So either Gygax was confused about his own game, or AD&D absolutely was built for balance. If your 4e games were boring and predictable, you need to lift your game as GM. I haven't had that problem. Why? If balance is irrelevant, why can't a GM just put together encounters based on "what makes sense for the story"? [/QUOTE]
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Unearthed Arcana Presents Alternative Encounter Building Guidelines
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